Napoleonic Wargame Club (NWC)
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New mod for Campaign Leipzig
https://www.wargame.ch/board/nwc/viewtopic.php?f=5&t=12656
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Author:  Philippe Divine [ Wed Oct 24, 2012 5:42 pm ]
Post subject:  New mod for Campaign Leipzig

I've just given my Leipzig mod a major overhaul and gathered it together all in one place.



So if nothing else you won't have to make umpteen million annoying little downloads to get the mod. And I won't have to go totally crazy every time I want to make a slight improvement.



Besides getting all the pieces of the mod under one roof, another big change is that I've repainted the 3D trees and terrain features, so that there are now two completely different sets of terrain: one for summer terrain and one for fall terrain. As a result I've decided to set the mod up for a double install, much the way I did for Napoleon's Russian Campaign/Retreat for Moscow. The limitation on how many installs you get from JTS has recently been lifted, so this won't create any copyright issues.



(Actually, it's not even a separate install -- you install once, copy and paste the game to another part of your JTS folder, and rename the copy something else.)



I've also done some work on the sound. I didn't like hearing someone yelling "God save the King" in the background of battles that were being fought between non-English speakers, so I edited out about four seconds of background sound. I've also never been a fan of the music selections, so I replaced the victory music with some period music selections. There's even an alternate for the draw music: if you don't like Beethoven there's an alternate clip of a French military band giving the signal to pack it in for the night.



The two mods can now be thought of as the Leipzig mod and the Dresden Mod. Use the Dresden mod (desktop icon with a green background) for playing summer scenarios, and the Leipzig mod (reddish background on the desktop icon) for playing anything that happens in October or later.



Here are some screenshots from the Dresden mod:







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And here are some shots of the Leipzig mod:








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The 3D units are now fitting a lot more snugly on their 3D bases, and that will improve over time. The mod also includes some corrections for missing unit images that may or may not make it into the next official patch.



Like my other Napoleonic mods, I've included horses, cannons, and wagons so you won't be able to mistake a couple of teamsters for a battalion of infantry. The cannon images have been painted with gun carriages and metal fittings in the appropriate national colors.





The Leipzig mod version 2.0 can be downloaded from here:





https://www.box.com/s/7fxly8ss99hovj1equon


The mod only changes graphics and a few sound files.


Make a back-up of your original before you install the mod


And be sure to read the README file because it explains (among other things) how to enable the desktop icons.

Author:  SLudwig [ Thu Oct 25, 2012 8:29 am ]
Post subject:  Re: New mod for Campaign Leipzig

Very nice Philippe! :)

Author:  Kosyanenko [ Thu Oct 25, 2012 9:08 am ]
Post subject:  Re: New mod for Campaign Leipzig

Great as always! Thanks a lot!

Author:  Gary Whalen [ Thu Oct 25, 2012 9:33 am ]
Post subject:  Re: New mod for Campaign Leipzig

Philippe,

As always, very Impressive!!!! :mrgreen: :mrgreen: :mrgreen:

Thanks!!

Author:  'Trane' Barredo [ Thu Oct 25, 2012 11:04 am ]
Post subject:  Re: New mod for Campaign Leipzig

Great mod!, congratulations!.
A greetings.

Author:  Jim Hall [ Thu Oct 25, 2012 1:00 pm ]
Post subject:  Re: New mod for Campaign Leipzig

I would like to echo the thanks, these mods certainly enhance the games :D

Author:  Thomas Whitfield [ Sat Oct 27, 2012 12:36 am ]
Post subject:  Re: New mod for Campaign Leipzig

That is nice work!

Author:  Philippe Divine [ Mon Jan 28, 2013 6:43 pm ]
Post subject:  Re: New mod for Campaign Leipzig

The Leipzig mod has now been updated to version 2.2.





Besides a small surprise when you first fire up the game if you happen to play with the sound on, the main event involves corrections to the units bmp and an overhaul of the way leaders are presented.



Leaders now appear in ovals as in most of the other games. They also tend to be more colorful, more accurate, and better quality images than in the past. The look of the whole thing should be reminiscent of what I did in the Napoleon's Russian Campaign mod (though I had to change the background color of the brown matting behind the leaders).



The units bitmap is really long. So long, in fact, that if you look at the start or the end of the file you still can't see what's in the middle. And that's where the mistakes were.



There were a few small changes to the 3D terrain. The 3D crops in Dresden are no longer the same color as the 3D crops in Leipzig: they're greener to reflect the earlier season. And the crops in Bautzen will be greener still.



Because I never posted screenshots showing the effect of the overhaul of the unit bases from the last version, here are a few screenshots of leaders and 3D units from Leipzig. Dresden would be similar, except that the foliage would be less autumnal.








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In case anyone was wondering, the Bautzen mod has proven trickier to produce than originally anticipated, largely because working on it has turned up glitches in Leipzig and especially 1814. Although Leipzig, 1814, and Bautzen share the same units file, the 3D files (in the mod at least) differ from game to game. A revised version of the 1814 mod will be ready very soon, and the Bautzen mod will come out shortly after that.





On another front, there is now a bit more bandwidth for downloads than in the past, so running out of availability at the end of the month is less likely to be an issue.







The Leipzig mod (and it's attendant Dresden sub-mod) can be downloaded here:







https://www.box.com/s/7fxly8ss99hovj1equon

Author:  Aloysius Kling Sr [ Mon Jan 28, 2013 7:29 pm ]
Post subject:  Re: New mod for Campaign Leipzig

Very Nice Mod and I am looking forward to playing it.

Battle On...

Author:  Antony Barlow [ Tue Jan 29, 2013 6:22 am ]
Post subject:  Re: New mod for Campaign Leipzig

Excellent work. Thank you for sharing it 8)

Author:  Ed Blackburn [ Tue Jan 29, 2013 2:36 pm ]
Post subject:  Re: New mod for Campaign Leipzig

You are the man Philippe!!!! :D

Author:  Philippe Divine [ Sat Jan 18, 2014 6:20 pm ]
Post subject:  Re: New mod for Campaign Leipzig

I've finally gotten around to updating my Campaign Leipzig mod.

First, the missing Italian unit that was included in the last official patch has now been incorporated into my mod. You probably won't have noticed anything was missing because the mod used a similar unit to fill the gap. What earlier versions of my mod didn't have was a skirmisher texture for the missing unit. That has now been fixed.

The Leipzig mod uses the new look previewed in the latest version of my Waterloo mod. I've thinned out the 2D forests so that they look less hexagonal, have reintroduced modified versions of the original 3D tree textures, have removed trees from the building textures, use the same semi-transparent shadows in the tree and building textures, and have developed a new marsh texture (a very prominent feature of the Leipzig battlefield).

No screenshots at the moment, but the 3D environment looks fairly different. My plan is to roll this change out to all of my other Napoleonic mods over the next few months as soon as I'm sure I didn't miss something.

The links for downloading this (and all my other Napoleonic mods) can be found here:

viewtopic.php?f=5&t=13017

Each mod in the complete download list has two links. The first link has had it's mod updated, the second link probably won't untill sometime later this year when all the mods have been upgraded.

Author:  Philippe Divine [ Tue Jan 28, 2014 8:27 am ]
Post subject:  Re: New mod for Campaign Leipzig

The mod has been updated to 3.0a to correct a glitch in one of the unit zoom out files.


It only effected one unit type, but it was a fairly common one (Italian regular line infantry).


Please let me know whenever you see anything like this, because with so many units little mistakes are bound to creep in. At least this one was easy to fix.

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